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The Edge Revisted!
ShoveL

Q2DM1: The Edge Revisted! Author: Sean(ShoveL)Edwards Email: **email removed** Web: **invalid URL** File: "shovq2dm1_cpm.bsp" This is an attempt to bring back The Edge for all you Q2 players in Q3. There have been other releases, but none have really got it quite right, this version has been tuned for play with ProMode Mod. Get it here:- **invalid URL** ====================================================================================== *** Important *** I take only credit for the conversion and visual/geometry changes: this map's design is the brain child of Tim Willits of id Software. Alot of work has gone into repairing the orignal converted bsp, rescaling, rebuilding and then polishing it, do not dismiss this as another dodgy conversion! ;) ====================================================================================== Build Time: 80 - 100 hours (lots of rebuilding/repairing/retexture after global rescale) Compile Time: approx 10 mins ====================================================================================== Notes: FFA/Team gametypes have different item distributions to 1v1 gametype which was tuned with the help of top players in the Promode community. If your finding it a bit dark, do adjust your gamma(not to much =) I normally use "1" but found 1.1 or 1.2 a little better. The lighting uses the skymaps sun light and I also used an ambient value of 25. Lightning was really difficult(mainly the inner circular area) to do properly and I'm finding myself using the ambient key alot more than I use to even though it can flatten out contrasting shadows, having a consistent low level light throughout the entire map helps with the realsim. Most players who are realy competitive will use vertex anyway though. ====================================================================================== Big thanks to Hubster for letting me upload on his site and getting me onto CPM! ;) **invalid URL** -The following ppl have helped in testing, thanks for the input guys it was really helpful! Marem, Jugga, WithHeld, Vampyre, Frog, Cin, Hubster, Voo, xfoo, Q2Dm1Freak, JaLisk0, arQon, <|3FG20K>, Tetzlaff Sorry if I forgot someone? The wicked skymap was created by **email removed** visit his site at **invalid URL** I used 3 Jackboot textures by Kevin 'Rorshach' Johnstone ====================================================================================== TRICK JUMPS! Check out Voos beta4 preview of all the tricks he has found that are possible when using Promode! **invalid URL** This is my last Q3 map, I'm off to start my new job as a Level Designer here, **invalid URL** :) Have Fun! Shov... Q2DM1: The Edge Revisted! Author: Sean(ShoveL)Edwards Email: **email removed** Web: **invalid URL** File: "shovq2dm1.bsp" This is an attempt to bring back The Edge for all you Q2 players in Q3. There have been other releases, but none have really got it quite right, this version has been tuned for play with ProMode Mod. Get it here:- **invalid URL** ====================================================================================== *** Important *** I take only credit for the conversion and visual/geometry changes: this map's design is the brain child of Tim Willits of id Software. Alot of work has gone into repairing the orignal converted bsp, rescaling, rebuilding and then polishing it, do not dismiss this as another dodgy conversion! ;) ====================================================================================== Build Time: 80 - 100 hours (lots of rebuilding/repairing/retexture after global rescale) Compile Time: approx 10 mins ====================================================================================== Whats Different: Weap and Item respawns have been given Q2 values, Hyper Blaster is now a Plasma Gun and the Chain Gun replaced with the Lightning Gun. CPMA Green armor has been added for the 25 armor at the top of the main lift. It looks much nicer than the original, attempted to be scaled properly with quite a few visual enhancements.The rescale had some very noticable effects on movement, you now feel as though your not moving as quickly compared with beta2 and jumps seem like there only just possible. This to me seems much more like the original and how movement felt. You will find that in some respects it actually looks bigger, but I think you will agree after a few games that it feels right. :) If your finding it a bit dark, do adjust your gamma(not to much =) I normally use "1" but found 1.1 or 1.2 a little better. The lighting uses the skymaps sun light and I also used an ambient value of 25. Lightning was really difficult(mainly the inner circular area) to do properly and I'm finding myself using the ambient key alot more than I use to even though it can flatten out contrasting shadows, having a consistent low level light throughout the entire map helps with the realsim. Most players who are realy competitive will use vertex anyway though. ====================================================================================== Big thanks to Hubster for letting me upload on his site and getting me onto CPM! ;) **invalid URL** -The following ppl have helped in testing, thanks for the input guys it was really helpful! Marem, Jugga, WithHeld, Vampyre, Frog, Cin, Hubster, Voo, xfoo, Q2Dm1Freak, JaLisk0, arQon, <|3FG20K>, Tetzlaff Sorry if I forgot someone? The wicked skymap was created by **email removed** visit his site at **invalid URL** I used two Jackboot textures also. ====================================================================================== TRICK JUMPS! Check out Voos beta4 preview of all the tricks he has found that are possible when using Promode! **invalid URL** This is my last Q3 map, I'm off to start my new job as a Level Designer here, **invalid URL** :) Have Fun! Shov...
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31 comments (10.61 yrs ago)
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6,007 & 361 LiveViews (daily avg. 0.69)
File:
shovq2dm1_cpm.zip, 7.55 MiB
PK3 date:
20 Apr 2001
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